Files
tbd-station-14/Content.Shared/SprayPainter/SprayPainterAmmoSystem.cs
Whatstone 9ad99cfa64 Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced

* Slightly redesigned SprayPainterSystem for greater versatility

* Added handling of changes to the appearance of doors and storages

* PaintableGroup prototypes have been created

* Generating tabs with styles in the UI

* Fix error with undiscovered layer

* Slight improvement

* Removed unnecessary property

* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed

* Added canisters, but repainting doesn't work

* Added localization to styles

* Fix sprite changing

* Added the ability to paint canisters

* slight ui improvement

* Fix yamllinter errors

* Fix test

* The UI now remembers which tab was open

* Fix build (?)

* Rename

* Charges have been added to the spray painter

* Added a charge texture for the spray painter

* Now spray painter can paint decals

* Increased number of charges

* Spawning dummy objects has been replaced by PrototypeManager

* added a signature about the painting of the object

* fix

* Code commenting

* Fix upstream

* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* review

* Now decals can only be painted if the corresponding tab in the menu is open.

* Fixed a bug with pipe and decal tabs not being remembered

* Update EntityStorageVisualizerSystem.cs

* record

* loc

* Cleanup

* Revert electrified visuals

* more cleanup, fix charges, del ammo4

* no empty file, remove meta component

* closet exceptions, storage visualizer fixes

* enable/disable decal through alt-verb

* Fix missed merge conflicts

* fix snap offset, button event handlers

* simpler order, fix snap loc string

* Remove PaintableViz.BaseRSI, no decal item, A-Z

* State-respecting UI, BUI updates, FTL fixes

* revert DecalPlacerWindow changes

* revert unwanted changes, cleanup function order

* Limit SprayPainterAmmo write access to AmmoSystem

* Remove PaintedSystem

* spray paint ammo lathe recipe, youtool listing

* category as a list, groups as subtabs

* Restore inhand copyright in meta.json

* empty spray painter, recipe produces an empty one

* allow alpha on spray painter decals

* add comments

* paintable wall lockers

* Restrict painting more objects

* Suggested event changes, event cleanup

* component comments, fix ammo inhands

* uncleanable decals, dirty styles on mapinit

* organize paintables, separate emergency/closet grp

* fix categories newline at EOF

* airlock group whitespace cleanup

* realphabetize

* Clean up EntityStorageViz merge conflict markers

* Apply requested changes

* Apply suggestions from sowelipililimute's review

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* betrayal most foul

* Remove members from EntityPaintedEvent

* No emerg. group, steelsec to secure, locker/closet

* Enable repainting the medical wall locker

* comments, no flags on PaintableVisuals

* Remove locked variants from closets/wall closets

* removable decals

* off value consistency

* can't paint away those bones

* fix precedence

* Remove AirlockDepartment, AirlockGroup protos

Both unused.

* whitelist consistency re: ammo component

* add standing emergency closet styles

* alphabetize the spray painter listings

---------

Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
2025-07-10 20:36:57 -04:00

63 lines
2.1 KiB
C#

using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.SprayPainter.Components;
namespace Content.Shared.SprayPainter;
/// <summary>
/// The system handles interactions with spray painter ammo.
/// </summary>
public sealed class SprayPainterAmmoSystem : EntitySystem
{
[Dependency] private readonly SharedChargesSystem _charges = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SprayPainterAmmoComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<SprayPainterAmmoComponent, AfterInteractEvent>(OnAfterInteract);
}
private void OnAfterInteract(Entity<SprayPainterAmmoComponent> ent, ref AfterInteractEvent args)
{
if (args.Handled || !args.CanReach)
return;
if (args.Target is not { Valid: true } target ||
!HasComp<SprayPainterComponent>(target) ||
!TryComp<LimitedChargesComponent>(target, out var charges))
return;
var user = args.User;
args.Handled = true;
var count = Math.Min(charges.MaxCharges - charges.LastCharges, ent.Comp.Charges);
if (count <= 0)
{
_popup.PopupClient(Loc.GetString("spray-painter-ammo-after-interact-full"), target, user);
return;
}
_popup.PopupClient(Loc.GetString("spray-painter-ammo-after-interact-refilled"), target, user);
_charges.AddCharges(target, count);
ent.Comp.Charges -= count;
Dirty(ent, ent.Comp);
if (ent.Comp.Charges <= 0)
PredictedQueueDel(ent.Owner);
}
private void OnExamine(Entity<SprayPainterAmmoComponent> ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
var examineMessage = Loc.GetString("rcd-ammo-component-on-examine", ("charges", ent.Comp.Charges));
args.PushText(examineMessage);
}
}